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4 3 2 1
5th Edition Rules– Sequence of Play Cards (Sheet 1 of 3: Back)
La Bataille- 5th Edition La Bataille- 5th Edition La Bataille- 5th Edition La Bataille- 5th Edition
8 7 6 5
13 Fire Combat
Movement Phase Movement Phase Movement Phase
9 10 Opportunity Charge 11 Opportunity Charge
Opportunity Fire Defensive & Offensive
Opportunity charge roll was Defensive Fire happens first.
Anytime the Active player exits a Active player moves within 1 or 2 successful. • Non-Active player makes fire
ZoI or changes formations within a hexes of the ZoI of enemy cavalry, • Active infantry, cavalry or attacks on any enemy units
ZoI of Infantry or unlimbered or spends MP in this zone artillery unit/stack is pinned. adjacent to front hexes of
artillery belonging to the enemy • Enemy cavalry rolls for morale Move the reacting cav forward infantry or unlimbered artillery.
player. check. (Cannot be exhausted or and place a charge marker.
• Conduct a fire attack from the in skirmish formation) • Reacting cav is considered the Offensive fire happens second
non-active player on the active • Failure- No Charge, enemy cav attacker in upcoming melee • Active player selects target
unit. stands in place. phase, unless the active player hexes to fire upon which are
• Use the fire defense of the • Passes- Cavalry unit moves “assaults” the cav. If this either adjacent or within range
formation before that of which it adjacent to active unit which happens, the pinned unit is no & line of sight for infantry and
is changing. provoked the charge. (see card longer part of the melee, but unlimbered artillery.
11) could perform a fire attack.
• Only one attempt to opportunity • Cavalry marked as tired (for A hex can only be fired upon once
charge can be made per enemy melee) or exhausted if already per fire phase. All fire is considered
unit/stack per turn. tired. simultaneous, apply losses as such.
13 11 10 9
5th Edition Rules – Sequence of Play Cards (Sheet 2 of 3: Back)
La Bataille- 5th Edition La Bataille- 5th Edition La Bataille- 5th Edition La Bataille- 5th Edition
16 15 14 12
D Turn Adjustment
Maneuver Unit (MU) Drawing Chits
A Command Segment B C
Creation Segment
The draw cup should contain the All leader counters will be flipped
Each side determines the number of Players spend their Command
MU chits of both players. Add the back to their front-sides.
Command Points (CP) they have for Points to create Maneuver Units
(MU’s). 1 CP = 1 MU Action Chits (Leader, Regroup,
the coming turn (see scenario rules) The “minute” marker will be
Artillery, Reinforcements).
advanced 20-minutes, and the
Command is traced from Army As each MU is created, a MU chit is
• Players will alternate drawing a “hour” marker will advance if it is
Leader(s) to Wing/Corp leaders to placed on top of that leader and a
chit from the cup. the top of the hour.
Division/Brigade Leaders to their matching MU chit is placed in the
draw cup. • If a MU, then all MU’s of that
various combat units. Leaders and If it is the start of a new hour- each
side may move (see card #1
units beyond the range of their player will check for Morale Levels
After all MU’s have been assigned, Cavalry Charge). Remove all
immediate superior are marked for their respective forces (see
players can roll for eligible light MU’s of that side from the cup.
“Out of Command”. scenario rules) (see 17.4)
cavalry leaders to generate a MU • If an Action Chit, then conduct
for their formation. (see rule 8.5) that.
• When all chits have been drawn A new turn begins with a new
and acted upon, go to card D Command Segment (see card A)
Leaders which have not yet moved All units and leaders currently Mortars, howitzers and artillery Players may move all their units
and are not part of a MU may scheduled to arrive this turn are batteries that belong to a Grand which are Out of Command (and
move. placed on the map at their entry Battery may fire during this phase. not adjacent to an enemy unit) so
hexes and moved onto the map. as to return to command range of
Leaders which moved should have • This phase represents a bonus their immediate superior leader.
their counter flipped to the reverse Formations which are part of a round of firing for howitzers and (See movement Restrictions 8.8.2.1)
side to indicate their movement is designated Administrative March grand batteries which may also
complete for this turn. are moved during this phase. fire during the offensive and • Units In Command, but not part
defensive fire phases. of a MU nor within an enemy
The player who drew this chit will The player who pulled the chit will • Artillery firing during this phase ZoI, may change their stacking
move his leaders first. When they conduct his expend ammunition. order and facing.
are done moving all their leaders, reinforcement/Administrative • Artillery may unlimber and
their opponent will conduct leader March movement first, followed by attempt to limber
movement. his opponent. • Drawing player moves all his
units first. His opponent follows.
La Bataille- 5th Edition La Bataille- 5th Edition La Bataille- 5th Edition La Bataille- 5th Edition
D C B A
5th Edition Rules – Sequence of Play Cards (Sheet 3 of 3: Back)
La Bataille- 5th Edition La Bataille- 5th Edition La Bataille- 5th Edition La Bataille- 5th Edition